Home | Mythology Home

Character Creation

Currently, the only playable races are humans, dwarves and half-orcs. While elves, half-elves, gnomes and halflings also exist in our settings, they're currently not playable, though they may be in the future given players number. As you read the description of the races keep in mind The Midlands map and that religion is a seperate section.

The most frequent foes in The Midlands are orcs and goblins, other creatures are more rare, and are mostly "rumoured" or "unknown".

Humans (PLAYABLE RACE)

The human race is the most dominant race of humanoids in The Midlands, some are high-born nobles, some are rural folks, some very religious, some less so. Women in The Midlands, depends on where they come from, can either be equal to men and are allowed to join militias and go to war, in different regions they are expected to serve them and stick to their place in society.

Geography and Humans of The Midlands (These are the featured ones, the full list is here)

Kingdom of Gilithas - In the center of the Midlands, right below Ghoul Mountains, lies the kingdom of Gilithas. It is the greatest, wealthiest realm of men, offerng a diversity of social status. Those who live in the castle of Gilithas, known as Elynn Dunhaven, are the nobility. Those who live outside the castle, in the great forest of Ridgeburry, are often farmers who live in rural communities, living to serve the well-known Wynnehelm dynasty, who believed to have founded the kingdom of Gilithas, the current ruler as of x219 is King Vencelas Wynnehelm, and his one son, Vincentas, is expected to inherit the kingdom soon. Half-Orcs are treated kindly there as servants, sent regularly to nearby mines where they gather stone and metal for humans, but conditions are decent. The Kingdom of Gilithas is perhaps the only people who've seen elves, as they exchange secrets of lore and magic with them. Great crafters aslo lived in the kingdom of Gilithas, aside from dwarves who serve as blacksmiths for the royal army, many talented crafters come there to create all sorts of useful tools and crafts to sell to the eager people of the wealthiest human kingdom. (Read more...)

(Gilithas royal soldier of Castle Elynn Dunhaven) 

Gallen Walks - Large village located in the south-eastern side in the The Midlands and Kingdom of Gilithas, consisting of mainly farmers and fisherman. The community is tightly religious, stressing strong family values and tradition. Of all the Saints they praise most highly Saint Isabella, known for her faith, and pay tribute to Housemaster Bergandine (a farmer who's legendary for defending Gallen Walks singlehandedly in the annals of its history), whose copper statue is located at the middle of the village: a big, mascular man holding a great hammer. Typically conservative, Gallen Walks residents are honest people, seen as the backbone of human values. They are fearful of strangers, and they only consider the Kingdom of Gilithas their best ally. They grow much of the lands crop in its numerous farmlands, a variety of fruits and vegetables, including many types of fish. The militia of Gallen Walks is necessary due to the occasional dangers that come up. Wolves are epidemic, and even worse, gnolls. The militia is a well-respected organization within Gallen Walks, and those who served in it are praised. Often Gilithians come to offer aide, providing weapons and training to the militia of Gallen Walks.

(folks of Gallen Walks)

Concasse - A great country in the western regions of The Midlands. It is ruled by a council of elected officials. Many traders come there to visit all the famous cities of Concasse. There are many churches, statues, diverse architecture and above all - many taverns in Concasse. It is also known as "The Kingdom of a Thousand Cities". The "Bluegards" are the militia of Concasse, well-respected men and women who keep order of the country, rarely having to go into battles. Concasse is a city of peace. (Read more...)

(Concasse armyman, Bluegard)

Da'Goth Tribe - Da'Goth was a wandering warring tribe of face-painted Barbarians, some of them have retired to live in the mountains (though some of them still wander). In ancient times, there was a great war between them and the people of Elynn Dunhaven, and though some of the wounds are still felt, and the two parties are wary of each other. The greatest community of former Da'Goth tribe members are now located in Ghoul Mountains, in a citadel called "Fellheim" to the west of Ghoul Mountains, living upon the mountain slopes. They're mostly at war with the Snow Orcs.

In Fellheim, women do just as much as men, joining them in battles. Few bear kids, which is why the population of that tribe is declining.

(The barbarians of Da'Goth tribe)

Canary Desert - A large stretch of desert in the south region of The Midlands, home to the "Shamalis", proud dusky-skinned people of the harsh desert lands. Human civilisation in the Canary desert is divided between those who live in the trading towns, each individual city states, and those who gather in caravans that navigate between them. In the past, many Shamalis used to worship the sun, until crusades from the kingdom of Gilithas brought to them the hierarchy of The Saints and Angels, "the true religion". It is known that saint Isabella was a "Shamali", a fact no one denies. Women of Shamalis are thought to be the smartest of all The Midlands, and in at least one region there is a matriarchy. Many of them use camels for transportation, and water is an important commodity.

The Canary Desert Caravan Culture

(a noble Shamali)

Thalamian Autocracy (Contributed by Kleomenes)

The Western Wasteland is a harsh and unforgiving territory. Much of the soil is poor and the interior is overrun with nomadic tribes of goblins. Furthermore, upland areas are infested with warlike orc tribes. Civilisation in the Wasteland is concentrated in a number of coastal towns and cities, well defended by walls and able to supplement their meagre agriculture with the produce of the sea. Each city has traditionally been ruled by a council of Magistrates elected from among the wealthy of the city. (Read more...)

Human Race Relations

Half-Orcs - They are almost universally slaves to humans. In different human communities, they can be treated anywhere from scums to faithful servants. Often referred to as "halfblood".

Elves - Little is known of these mystical forest creatures, some human communities have never seen them. When they do meet humans,  it is to trade knowledge or occasionally artifacts. It is known that Monna-Gladis (mother earth) is worshipped by the elves, but little else is known to most humans.

Half-elves - Many of whom are exile, and though at times they find more established lifestyle, it is rare that the fact they're a half-breed is ignored.

Gnomes - Some human wizards are known to speak of Gnomes, and some have met them, but rarely do humans seen them or know much about them.

Dwarves - Occasionally dwarves will show themselves in human communities, some also dwell among humans mainly as blacksmiths or servant to kings. They normally have special role and are quite respected.

Halflings - Some halflings live among humans in rural communities.

Half-Orcs (PLAYABLE RACE)

Half-Orcs are almost universally oppressed by humans. In different communities they can be treated anywhere from slaves to faithful servants, but even the most liberal humans often patronise and belittle halfbreeds. Many half-orcs worship the human gods, many believing that through hard work and dedication they will find salvation one way or another. Others simply do the work and don't ask any questions. Half-orcs don't have their own communities in The Midlands, though humans allow them to breed among themselves, but are not allowed to breed with humans. In fact, stories of half-orcs males with human females are enough to infuriate any human male, although rarely it is a problem since most women find half-orcs as ugly as swines. The other races, while they do despise orcs, have hardly been in communications with half-orcs, so reactions to them may vary.

Few half-orcs, the very lucky ones, are able to find a more adventurous lifestyle with the company of mercenaries, and fewer simply go into exile, always on the run never be caught by humans.

Personality

Half-Orcs tend to be sullen, and would rather act rather ponder. They especially enjoy meat, which they are occasionally rewarded with through hard-work. In company of other half-orcs they tend to develop their own "slave culture", at times singing songs and regaling themselves in tales of freedom. Few half-orcs truly believe they'll ever get freedom in this life, most half-orcs believe freedom is only "earned" in the afterlife. 

Dwarves (PLAYABLE RACE)
 

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts for trade.

History

For dwarven history click here

Physical Description

Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.

Relations

Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, "The difference between an acquaintance and a friend is about 100 years." Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendship is often between a human and a dwarf who liked that human's parents and grandparents. Dwarves fail to appreciate elves' subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls.  

Regions

Most dwarves live in communities deep within the Great Ghoul Mountains, the most famous and largest of them is Khaz'O'Rune (or just "O'Rune"), where they stress tradition and family values, and above all, how to effectively smash goblins. Many goblins lurk in caves, and so all dwarves are well-trained against them. 

Recently, many of O'Rune great metalcrafters have left it in pursuit of darkmetal, the legendary metal. So far, it's been repoted none have found any.

THE NON-PLAYABLE RACES

Elves

Monna-Gladis (Mother-Earth) has gave life to the elves. One tale of creation which the elves vehemently deny is that the elves were once goblins, who were scolded by mother earth and reptented their ways, and she blessed them with beauty. The more accepted tale among the elves is that Monna-Gladis blessed a sprout of many evergreen trees and planted it, and from there they sprung.

There are 5 angels in elven lore that are seen more as inspirational than religious:

Gwendulass Illumi'naire - Concerned with poetry, music and dance
Saevan Etherquaeir - Cocerned with nature, forest powers
Araghymn Lutharanian - Concerned with lore and magical arts
Aerdul I'eldath - Concerned with war, archery and swordmanship
Celulas Harladrith  - Concerned with tradition, hierchies, and rituals

Halflings

Halflings history is largely a mystery, and Angelic religion is silent on the matter. Some believe they may have evolved out of humans and others think them to be descended from gnomes who lost their magic. Halflings mostly have folklorish beliefs which some halflings take more seriously than others, as some would consider them just plain "hogwash”

Goldin - a garden gnome who comes every once a year to bless an individual's farm with exceptionally big crop.

The Scarecrow Awakening - A belief that if a halfling doesn't tend to his scarecrow and doesn't treat it nicely, the scarecrow will come to life and haunt him at night time.

Barrowharrow - a common nightmare halflings experience. In the nightmare the halfling is walking in the barrows and there doesn't seem to be end in sight, it's an infinite maze.

Gnomes

Gnomes were created through the aether, the fundamental force of both arcane magic and divine magic. The spell of their creation is what they "worship" or "admire", it's written in the aether spell-sign language which they invented - A reverse U with a smaller reverse U within it. According to what they are able to decipher from the aether, the spell made them "masters of illusions"...